Professional Documents
Culture Documents
com/how-gamification-reshapes-learning
Introduction
BY CHRISTOPHER PAPPAS
No Game, No Gain!
Dedicated Learning Professionals and Educators across the globe were
until recently desperately seeking for ways, methods and techniques to
engage employees and students in the learning process. Surprisingly
enough no one would think that games was the answer. After all, games
tend to increase learners natural desire for competition, goal
achievement, and genuine self-expression, while they also promote
interactivity, have rules, a quantifiable outcome, and can be colorful,
appealing, and extremely realistic.
Enter Gamification
Gamification is the use of game thinking and mechanics in a non-game
context to inspire employees and students to get engaged in the learning
process. The word itself was launched in 2002 by Nick Pelling, a British IT
expert, but wasnt widely used until 2010. Based on extended research
conducted by numerous educational institutions, what makes games
effective for learning is the learners level of activity, motivation,
interactivity and engagement. This increases their fluid, as well as
crystallized intelligence, something that by definition optimizes learning.
The Most Effective Uses of Gamification in Learning!
In this Free How Gamification Reshapes Learning ebook you will find
useful information about Gamification, its applications, and impact on
the reshaping oflearning, provided by 23 Gamification professionals.
They were all carefully selected based on their specialized knowledge on
Gamification, education and business, as well as their innovative projects
in this field. They share their wisdom and provide tips on the effective
use of Gamification in the learning process.
Enjoy reading the 2nd of our recently launched free Learning eBooks
series and feel free to contact our top-notch Gamification
professionals for more information.
a competitive social scoring system where users can earn badges and
compare their performance to both to their own past results and to other
users results.
Gamification can transform your material into something meaningful that
users will carry with them long after theyve finished your training. Try it
out in your own projects. I guarantee the results are worth it.
Ive been in corporate learning for 25 years and have never witnessed
more impactful learning outcomes and performance improvement than
those produced by game-based simulations.
We provided online game-based negotiation training to a California-based
agency that works with businesses to get their state taxes current. At the
conclusion of the training, we conducted a group exercise, where each
group was given a case study and was asked to create a solution.
According to the training team lead, The participants were able to apply
what they have learned in the game and discuss it with the other students
and instructors. This exercise solidified and grounded the training into real
life situations that employees may experience, and allowed them to see a
new way to approach each scenario.
I saw a difference in how the pilot group approached a scenario, applied
techniques that were clearly learned from the course, and came up with
win-win situations for both the agency and the public.
From a learning transference perspective, the training lead is impressed
with the performance impact of the game. Several weeks after the
training, I received responses from several participants. Each said they
selected cases other employees were unable to resolve, and using the
techniques taught in the game, they approached the cases from an
start with a challenge. For example here are two typical objectives for
teaching skills required during an audit:
The game of Civilization, like most well-designed games, tap key intrinsic
motivators that hold the player during gameplay (and in my sons case, to
learn how to read and do math). For example:
Solves a series of problems that will grow, improve and defend the
empire, who then
Notice that I didn't mention game mechanics? They are only there to
provide feedback on performance and results and are not the core
experience. The most effective use of gamification in learning is to create
an overall context and narrative, and then select the most appropriate
game elements to create an immersive experience to take a player on a
journey.
My advice to learning professionals when working with software vendors,
subject matter experts, instructional designers and stakeholders is to take
control over their project:
Take another look at your learner personas and rebuild them a different
way. What sort of 'players' are they? What motivates them? What is
their heros journey?
What is your organisation's story, and is your learning woven into its
fabric? This makes all your organisational learning meaningful and
purposeful to your learners.
Good teachers knew that all along, and the lessons that Mary Poppins
taught us are more than just fiction. Keep the play in learning, and avoid
killing curiosity
doing, and can experience frustration in the process of finding out what
works. Yet, I notice that whatever happens, students start speaking and
thinking like real supply chain managers as they describe their problems
and discuss possible solutions. In doing so, they are integrating large
amounts of information and achieving levels of professional
understanding every bit as relevant in the real world as in the simulated
world of SCM Globe. Students are involved and learning.
When I failed my 8th grade, most adults thought that the reason was
simply that I had been distracted by videogames. Although I spent much
less time playing than doing sports, it was (and obviously still is) the
common perception that often games are responsible for undesirable
results in school.
But now, just for a second, lets change this perspective. Think about this:
Why blame a game for being so engaging and motivating that school
seems to be so damn boring in comparison to it? Shouldnt we learn from
the best and try to fix whats wrong with education? Or in a nutshell:
Dont blame the gamer, blame the game.
Games are artificial learning environments. There is no game without a
challenge that you have to overcome. We love to be challenged. Our
brain is a learning engine and it was developed only for this one purpose.
By deconstructing games and reverse-engineering what makes them
successful to engage, challenge and keep us focused you should
consider this:
1. You have to know the individual students and you have to design their
own Path to Mastery adapted to their personal skills & needs.
2. Provide real-time feedback. Learning means trial and error and only by
providing real-time feedback we feel comfortable to try something new
and difficult because we can adjust our actions accordingly. In school
normally we get feedback when it is already too late, right?
3. Respect the psychology of our species, e.g. build on progress rather
than penalty. If students have the feeling that they can only progress
but not lose already earned achievements they become much more
confident and gain a feeling of autonomy.
4. Context beats pure content. We humans are bad at just memorizing
stuff. There is a reason why games are created around themes, why
we remember great stories better than simple bullet points, or why
storytelling is such a powerful marketing tool. Embrace intrinsic
motivators like power, autonomy and belonging.
People need to know something "cold" (e.g. from memory, sort of like
multiplication tables) and it's not information that is enjoyable or easy to
learn on its own.
People need a safe way to evaluate their skills and behaviors and to
improve them. Example: People who think they are stellar at project
management can play a project management game and get an entirely
new insight into how they ACTUALLY behave when faced with
constraints or pressures.
People need ongoing motivation in order to stay engaged in a longterm endeavor (a certification process, a long-term company initiative).
showed hold times and transfers were the top hot buttons for customers.)
Agents were split into teams, and team members earned points for each
time they did not transfer a call or place a customer on hold. Double
points were given if a customer complaint was resolved with one call.
The company used data to track the performance of each agent and a
leaderboard was automatically updated daily. Teams received super
powers attached to each level they achieved on the leaderboard. One
super power was Super Speed, where they could go right to the front of
any line (such as the cafeteria line). Another was Force Field, where
winners could park in the executive-only, temperature-controlled
underground garage. (This was a coveted power in both the cold winter
months and the hot summer months!) The top super power was
Invisibility which was a day off with pay for the ultimate top performers.
For agents who found themselves on the bottom of the leaderboard, the
platform would automatically populate short, two-minute Power Boosters
(video eLearning modules), which gave tips on strategic questioning and
listening skills to help agents better identify and solve customer issues on
one call.
Three months after the gamification project was implemented, call hold
times decreased by 17%; transfers were reduced by 52%, and customer
retention increased 31% over pre-gamification levels.